Each Race and Personality has a unique ability that reflects its core strengths and theme. These abilities are categorised as either Passive, Active (With duration), Active(Consumable Effect).
Each Race provides a unique War Doctrine bonus when your kingdom is at war. The strength of the bonus depends on how many provinces of that race are in your kingdom.
Example: If your kingdom has 5 Avian provinces and Avian's War Doctrine is "Attack Time" (Base: 1.5%, Per Province: 1.0%, Max: 5.0%), your kingdom would receive a 5.0% reduction in attack time during war (capped at maximum).
-15% Attack Travel Time
Fog Immunity
+10% Own casualties when attacking
+10% Own casualties when defending
Can't use Stables or War Horses
| Off/Def | Cost | NW | ||
|---|---|---|---|---|
| Soldiers | (2, 2) | |||
| Griffins | (10, 0) | |||
| Harpies | (0, 11) | |||
| Drakes | (15, 6) | 2,000gc | 8.0 | |
| Mercenaries | (7, 0) | |||
| Prisoners | (8, 0) | |||
| War Horses | (0, 0) | |||
| Thieves | 500gc |
Bloodlust and Fanaticism
Provides -2.0% Attack Time, decreasing by 3.5% per province of this race in your kingdom, up to -7.0%.
Warriors embody unshakable resolve and unmatched discipline, drawing upon their indomitable spirit to rally their forces. When invoked, this ability inspires their armies to fight with heightened efficiency, turning the tide of battle in their favor.
Once activated Warriors gain 5% Military Efficiency for 6 days.
23 Utopian Days
6 Utopian Days
+6 Runes Produced each acre of Guilds
+30% Wizards Per Acre (WPA)
+2% Extra Mana Per Tick
Can't Use Towers
Can't Use Watchtowers
| Off/Def | Cost | NW | ||
|---|---|---|---|---|
| Soldiers | (2, 2) | |||
| Night Rangers | (10, 0) | |||
| Druids | (0, 10) | |||
| Drows | (8, 12) | 2,000gc | 8.25 | |
| Mercenaries | (7, 0) | |||
| Prisoners | (7, 0) | |||
| War Horses | (4, 0) | |||
| Thieves | 500gc |
Nightmare, Amnesia, Clear Sight, Meteor Showers and Righteous Defender
Provides 3.0% Instant Spell Damage, increasing by 4.5% per province of this race in your kingdom, up to 10.0%.
Arcane energy surges beyond control, warping the very fabric of magic. Each strike not only harms but erodes the foundation of enemy rituals, unraveling their potency with every spell cast.
(In War) Every successful offensive spell also reduces enemy ritual effectiveness by 0.25%.
-50% Building Raze Cost
+20% Building Efficiency
-50% Building Construction Cost
-50% Building Construction Time
+150% Food Consumption
Can't Accelerate Construction
| Off/Def | Cost | NW | ||
|---|---|---|---|---|
| Soldiers | (2, 2) | |||
| Warriors | (10, 0) | |||
| Axemen | (0, 10) | |||
| Berserkers | (13, 7) | 2,000gc | 7.75 | |
| Mercenaries | (7, 0) | |||
| Prisoners | (7, 0) | |||
| War Horses | (4, 0) | |||
| Thieves | 500gc |
Fog, Mystic Aura and Vermin
Provides 3.0% Specialist Credits, increasing by 4.5% per province of this race in your kingdom, up to 10.0%.
Dwarves channel the raw power of the mountains in times of war, causing tremors beneath their enemies.
When activated, the next successful attack will raze all Forts and 5% of all other buildings on the target province.
23 Utopian Days
2 Utopian Days
+15% Wizards Per Acre (WPA)
+15% Thievery Per Acre (TPA)
+1% Extra Mana Per Tick
+1% Extra Stealth Per Tick
| Off/Def | Cost | NW | ||
|---|---|---|---|---|
| Soldiers | (2, 2) | |||
| Magicians | (10, 0) | |||
| Druids | (0, 10) | |||
| Beastmasters | (4, 12) | 2,000gc | 6.75 | |
| Mercenaries | (7, 0) | |||
| Prisoners | (7, 0) | |||
| War Horses | (4, 0) | |||
| Thieves | 500gc |
Greater Protection, Quick Feet, Righteous Defender, Righteous Aggressor, Illuminate Shadows and Heroes Inspiration
Provides -3.0% Thievery and Magic Damage, decreasing by 4.5% per province of this race in your kingdom, up to -10.0%.
The Necromancer's offensive spells carry a virulent curse that extends far beyond their primary target. Dark energy seeps into the enemy province, causing necrotic fallout that withers the living. Peasants fall ill and perish as the shadow of death lingers over the land.
Successful offensive instant spells also kill 1% of the target's peasant population.
+10% Max Population
+30% Thievery Per Acre (TPA)
+2% Extra Stealth Per Tick
-10% Birth Rate
| Off/Def | Cost | NW | ||
|---|---|---|---|---|
| Soldiers | (2, 2) | |||
| Strongarms | (10, 0) | |||
| Slingers | (0, 10) | |||
| Brutes | (10, 10) | 1,800gc | 8.0 | |
| Mercenaries | (7, 0) | |||
| Prisoners | (7, 0) | |||
| War Horses | (4, 0) | |||
| Thieves | 500gc |
Quick Feet, Greater Protection and Invisibility
Provides 3.0% Sabotage Damage, increasing by 4.5% per province of this race in your kingdom, up to 10.0%.
Halflings are masters of subterfuge, executing precise and calculated operations with unmatched skill. When they launch a Sneak Attack, their innate cunning ensures their thieves evade capture.
All thievery operations incur zero thievery losses.
23 Utopian Days
2 Utopian Days
+25% Flat Rate Building Production
+10% Science Book Production
| Off/Def | Cost | NW | ||
|---|---|---|---|---|
| Soldiers | (2, 2) | |||
| Swordsmen | (10, 0) | |||
| Archers | (0, 10) | |||
| Knights | (13, 7) | 2,000gc | 7.75 | |
| Mercenaries | (7, 0) | |||
| Prisoners | (7, 0) | |||
| War Horses | (4, 0) | |||
| Thieves | 500gc |
Fountain of Knowledge
Provides 3.0% Book Generation, increasing by 4.5% per province of this race in your kingdom, up to 10.0%.
Centuries of foresight and preparation pay off in war, as each victorious campaign yields not only territory, but knowledge. Battle-tested strategies are swiftly recorded, studied, and refined for future advantage.
(In War) Each successful Traditional March against a province within 90–110% of your networth grants science equal to 3 days of passive gain. Max 40 days of science per war.
+15% Battle Gains
+10% Enemy casualties when attacking
+10% Enemy casualties when defending
+30% Own casualties during ambush
| Off/Def | Cost | NW | ||
|---|---|---|---|---|
| Soldiers | (3, 3) | |||
| Goblins | (10, 0) | |||
| Trolls | (0, 10) | |||
| Ogres | (16, 3) | 2,000gc | 7.0 | |
| Mercenaries | (7, 0) | |||
| Prisoners | (7, 0) | |||
| War Horses | (4, 0) | |||
| Thieves | 500gc |
Aggression and Bloodlust
Provides 3.0% Enemy Military Casualties, increasing by 4.5% per province of this race in your kingdom, up to 10.0%.
Orcs wage war with brutal efficiency, their Traditional Marches designed to capture vast numbers of prisoners for enslavement, while their Massacre attacks target enemy spellcasters with particular savagery. Terror and plunder define the Orcish way of war.
Traditional Marches capture +30% additional Prisoners. Massacre attacks are +15% more effective at killing Wizards.
-100% Food Consumption
-20% Own casualties when attacking
-20% Own casualties when defending
Plague Immunity
Can Spread Plague
Convert Specialists into Elites on Attack
Can't Train Elites
Can't use Hospitals
| Off/Def | Cost | NW | ||
|---|---|---|---|---|
| Soldiers | (2, 2) | |||
| Skeletons | (10, 0) | |||
| Zombies | (0, 10) | |||
| Ghouls | (17, 4) | 10,000gc | 8.0 | |
| Mercenaries | (7, 0) | |||
| Prisoners | (7, 0) | |||
| War Horses | (4, 0) | |||
| Thieves | 500gc |
Ghost Workers
Provides -3.0% Enemy Battle Gains, decreasing by 4.5% per province of this race in your kingdom, up to -10.0%.
For every warrior who falls, another rises in their place. Through battle, we find honor, and through sacrifice, we are reborn.
35% of Military Casualties return as Soldiers on attack.
-30% Own casualties when attacking
-30% Own casualties when defending
+20% Economy Science Books Produced
Convert Specialists into Elites on Attack
Elite gets +2 defensive strength
Elite gets +3 offensive strength
Plague Immunity
Can cast Support spells on Kingdom mates
+1000 Starting Soldiers
+1000 Starting Specialist training credits
Salvation, Scientific Insight and Mist
A moment of reprieve amidst the turmoil. With bandages bound, poisons purged, and curses lifted, the province finds new strength. What was broken is mended, what was tainted is cleansed.
Upon activation, removes all negative status in your province. This means Bribed Generals, Bribe Thieves, Cures Plague and removes duration Spells, Operations and Attack Effects.
23 Utopian Days
-10% Attack Travel Time
+1 Army generals
+20% Military Science Books Produced
Elite gets +1 defensive strength
Elite gets +4 offensive strength
Convert Specialists into Elites on Attack
+1000 Starting Soldiers
+1000 Starting Specialist training credits
Heroes Inspiration and Wrath
When multiple experienced generals coordinate their efforts on the battlefield, their combined tactical brilliance transforms a victory into a massacre. The enemy military is outmaneuvered at every turn, suffering catastrophic casualties from the relentless, perfectly executed assault.
When attacking with 2 or more generals, enemy military casualties are increased by +15%.
+15% Flat Rate Capacity and Building Production
+20% Economy Science Books Produced
Homes hold 15 population
+1000 Starting Soldiers
+1000 Starting Peasants
+1000 Starting Specialist training credits
Tree of Gold
Humans excel at organization and bureaucracy, running efficient prisoner work programs and maintaining well-regulated mercenary contracts. Their administrative prowess transforms captives into productive assets and ensures mercenary forces can be hired at favorable rates.
Prisoners generate an additional 2.0 gold coins per tick. Mercenary costs are reduced by 25%.
+100% Land Effect - Guilds
+20% Wizards Per Acre (WPA)
+25% Science Effectiveness - Production
+2% Extra Mana Per Tick
Convert Specialists into Elites on Attack
Elite gets +5 defensive strength
+1000 Starting Wizards
Meteor Showers, Chastity, Blizzard, Pitfalls and Fools Gold
Faeries possess an unparalleled connection to the ethereal plane allowing them to enhance Mystic Vortex with devastating precision. While others struggle to dispel enchantments, Faeries effortlessly strip all spells from their targets, leaving them vulnerable.
Until the end of activated day, successful casts of Mystic Vortex will remove all active spells from the target province.
23 Utopian Days
2 Utopian Days
+20% Science Effectiveness - Tools
+20% Thievery Per Acre (TPA)
+100% Thieves' Den Effectiveness
+2% Extra Stealth Per Tick
Access all Thievery Operations
Convert Specialists into Elites on Attack
Elite gets +4 defensive strength
Elite gets +2 offensive strength
+1000 Starting Thieves
Invisibility and Ghost Workers
Rogues thrive in chaos and overcrowding, using the press of bodies and confusion of overpopulated streets to their advantage. Where others see disorder, the Rogue sees opportunity—operating freely even when the province strains under the weight of too many souls.
You may perform thievery operations even while overpopulated.
+25% Draft Rate
+15% Enemy casualties when attacking
+15% Enemy casualties when defending
+10% Offensive Military Efficiency (in war)
+15% Military Science Books Produced
Convert Specialists into Elites on Attack
Elite gets +5 offensive strength
Elite gets -1 defensive strength
+1000 Starting Soldiers
+1000 Starting Specialist training credits
Bloodlust and Fanaticism
War cuts beneath the surface. Tendrils of ruin—be they steel, stratagem, or sorcery—drive deep into enemy lands, leeching strength at its source. With each successful strike, the foundations of life falter and whole settlements wither.
On successful attacks, destroys 0.5% of the target’s total population.
Here is the effects of all possible rituals.
| Affluent | Income +15%, -20% Draft Cost and Draft Speed +20% |
|---|---|
| Barrier | -25% Instant Spell damage and Thief Sabotage damage from enemies and +25% Defensive WPA/TPA |
| Benediction | +20% BE, +50% pop growth, +10% Flat Rate Building Production |
| Expedient | -30% Training Time (including Thieves), -30% Construction Time, & -30% Build costs & 20% faster wizard training |
| Expropriation | +15% combat gains, +20% Honor gains, +20% credits |
| Fleetfoot | -10% Attack time, -15% Offensive Military Casualties |
| Havoc | +20% Offensive WPA, +20% Offensive TPA, +20% Spell Damage, +20% Sabotage Damage |
| Onslaught | Increases Offensive Military Efficiency (OME) by 10%, Enemy Military Casualties when Attacking by 15% |
| Stalwart | +10% Defensive Military Efficiency (DME) & -15% Defensive Military Casualties |
Here are the effects of each Stance
| Normal | None |
|---|---|
| Aggressive | +10% Battle (Resource) Gains, -10% Attack Time, -50% Hostility Meter Generation from Attacks, +15% Military Wages, +10% Training Costs |
| Defensive | +10% DME, -20% Build Time and Costs, -10% Enemy gains, +20% Attack time, -10% OME |
Here are the effects of all possible dragons.
| Amethyst | -40% spell success chance, -40% thievery success chance, +25% losses on failed thievery and spell attempts |
|---|---|
| Celestite | -60% birth rates, -40% hospital effectiveness, +50% build cost and build time |
| Emerald | +25% military casualties in combat, -20% combat gains, -40% Building and Specialist Credits gained in combat |
| Ruby | Reduces military effectiveness by 15%, Increase military wages by 30% and lose 30% of new draftees |
| Sapphire | -30% lower magic (WPA) and thievery (TPA) effectiveness, +12.5% Instant Spell and Sabotage Damage taken and -12.5% Instant and Sabotage Damage dealt |
| Topaz | -30% Building Efficiency, -25% Income, destroys 4% of buildings instantly and every 6 days thereafter |